Abomination: Terror Rising

...From here the party began the trek back to civilization. Along the way they were surrounded by a pack of hungry wolves. Luckily they were aided by a Druid who joined their group.

They then returned to the town of Pinegrove where they spent time studying the Necromancer’s Journal, Boxing, gathering information, shopping, and resting.

They then headed toward East Lake. Along the road they were jumped by two tainted-assassin and a few mummy-chimera
who were defeated after a struggle. One of the mummy-chimera’s arms was grafted onto charlie who gained a second, slashing attack to complement his piercing claw.

Finally they arrived at the dock near East Lake but found all the people around had been murdered. Cautiously the Rogue entered the boat house only to be sneak attacked. They then battle a powerful tainted-assassin who brings the Cleric within an inch of his life. Finally they are able to defeat him but he makes use of a scroll to create tainted-menaces from the slain sailors. After forming a ring around the downed Cleric the party managed to destroy the menaces and climbed into the boat where they found a scroll of underwater breathing.

The Terror Begins

The party finds themselves in a room with a single door
leading deeper into a mysterious complex (The Swamp Hideout). The group decided to
search the room and turned up a small
diamond, a ruby, and 32
Gold.

They then moved on to the next room where they found a
split, one way lead to a cave-in while the other lead to a darker
room. The darker room was guarded by a locked door which the
Rogue easily picked.

The darker room contained a pit with a human zombie on the other side, chained to a wall.
The zombie broke its fetters and
attacked the party, being quickly dealt with.

After killing the zombie
they find a ladder leading down to BF2
of the Swamp Hideout. BF2>contained a sewer-like
structure which contained a weak animal-chimera. The chimera was
also dealt with but the party was alerted to the presence of
another, more powerful animal-chimera
ahead. They also killed this
abomination.

At the end of the sewer-complex the party discovered a
laboratory. Inside they found a tainted-necromancer. They killed the necromancer
by using the Rogue’s
sneak attack and a coupe de gras. This did not end the
horror though as the necromancer quickly rose as a tainted-menace. The menace was also dispatched though with great
difficulty due to a streak of extreme
misfortune.

After the death blow the party searched the lab to find
several spellbooks, a dagger, and a Diary.
The Wizard used his magic to read the
spellbooks and found they contained
several necromantic spells. They also examined a vat containing an
experimental animal-chimera. They pulled a lever which drained the ichor holding it
dormant, it quickly destroyed the glass holding it but was crushed
by the arcane machinery holding it.

The party removed the machinery and found several
strange gems which they found a match
for along with a rod that holds them
on a nearby table. The Wizard deduced
these rods and gems could be used on the components on the same
table. Due to an outstanding success the Wizard a creature of absolute
obediance was created. This mummy-chimera
was named Charlie.

The party decided to camp in that lab for a night so they
could regain spells. During the night they were attacked by another
animal-chimera.

From here they found themselves at the edge of a bridge
leading over an underground chasm. They were able to cross the
bridge with incident as it collapsed quickly.

The next room contained barracks with tainted-necromaners. The
Rogue dispatched all of them as they
slept. Next they passed through a
trap door which lead them up into a cabin. Here they found a
tainted-acolyte waiting. The
acolyte commenced battle. The fight
was pitched and the Fighter bull
rushed the acolyte into the fireplace,
igniting the entire
cabin.

The Rogue was badly injured
when his attempt to hide was thwarted by the supernatural senses of
the acolyte. Luckily the Cleric saved him.

In order to protect the party the Cleric cast Sanctuary
so they could escape the burning cabin in hopes of traping him
inside to die. The acolyte turned the
tables though by trapping them both in the building with a
Hold spell. The Cleric then escaped through the trap door and held
it with his entire body weight.

With the Cleric seperated
from the party the acolyte turned his attention to outside, he
obliterated the door and re-commenced battle. Inside the Cleric was
forced to fend off minor chimera-spawnlings
while awaiting assistance.

The Fighter was able to deal
several powerful blows and hold the acolyte in the door way until the entire building
collapsed on it. From here they were able to dig the Cleric out and head back toward
civilization…